feat: local mods support/tweak - #748
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…local mods to modrinth/curseforge handled mods if found
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Description
Added support for local mods info parsed from their manifests.
Added converting local file mods to mods handled by modrinth/curseforge, so now if a local mod is recognized to be from modrinth or curseforge (First Modrinth, then curseforge), it can be updated if a new version gets uploaded
Added "first match" for Modrinth and CurseForge, before even if Modrinth recognized a mod, it was being sent to the CurseForge. Now when Modrinth recognizes a mod it stops and a request to the CurseForge is not sent.
Added batch requests for drag and drop mods, e.g user wants to drop 20 new mods inside the launcher. Before it sent 40 requests (Modrinth and CurseForge), now it sends one request to a new endpoint that allows sending batches of mods instead of one request per each mod.
How it works:
-> User drops a mod/s
-> One or all of them are being sent to the Modrinth
-> If MDR recognizes all of them, they are being assigned as a MDR mod (end of the chain).
-> If MDR doesn't recognize every mod, the rest are being sent to the CF fingerprint endpoint
-> If CF doesn't recognize every mod or any, it's going to be saved as a local mod
Related Issue(s)
#676
How to test
First Feature
e.g
Second Feature
Third Feature
If you find a way to check network traffic then you'll see.
Fourth Feature
Again, network traffic.
Documentation
No